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Posted
15 minutes ago, Tayte said:

I will just say it straight. I'm very stupid at modding, but I have an error that annoys me a little. I've wandered a bit over skyrim to most cities and been unable to see it anywhere else (thankfully), but onto the problem.


There's this bugged gate near riften that spawns infront of the actual gate. It's like a lowquality gate you can pass right through. It also bugs the walls around this area  a bit too. The rest of the riften walls appear to be fine.


and behind it you can find the actual gate.
I have no mods that really should be touching the gates to this agree or mods like open cities. So i'm unsure why it happens. I assume its a long distant object that just refused to disappear when close and it creates this error. I downloaded dynDOLOD yesterday, so my version should be the newest and followed a guide on how to download and install it properly.

Any help would be greatly appreciated it. It may have to be explained like i'm 5, because i'm honestly not the best at modding. 

I posted this is the wrong one, but I don't know how to delete messages, I apologise, so i'm re-posting it here again as i've been told. Thanks.

Make up your mind which DynDOLOD and game version you are using.

Posted
39 minutes ago, Tayte said:

I will just say it straight. I'm very stupid at modding, but I have an error that annoys me a little. I've wandered a bit over skyrim to most cities and been unable to see it anywhere else (thankfully), but onto the problem.


There's this bugged gate near riften that spawns infront of the actual gate. It's like a lowquality gate you can pass right through. It also bugs the walls around this area  a bit too. The rest of the riften walls appear to be fine.


and behind it you can find the actual gate.
I have no mods that really should be touching the gates to this agree or mods like open cities. So i'm unsure why it happens. I assume its a long distant object that just refused to disappear when close and it creates this error. I downloaded dynDOLOD yesterday, so my version should be the newest and followed a guide on how to download and install it properly.

Any help would be greatly appreciated it. It may have to be explained like i'm 5, because i'm honestly not the best at modding. 

I posted this is the wrong one, but I don't know how to delete messages, I apologise, so i'm re-posting it here again as i've been told. Thanks.

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"

Posted
21 minutes ago, sheson said:

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 and click the gate. Let us know what it says for "Ref defined in" and the "Ref Form"

Ref defined in: DynDOLOD.esm
Ref form ID: 11001D5C
20210831121403_1.thumb.jpg.f4849bc164e3b5a396addd6f83136a50.jpg
The only mods I can think about that could be touching it would be Noble Skyrim, Skyrim HD or perhaps Ruby Ruins. The first two being more likely.
Thanks for the help and quick responses.

Posted
25 minutes ago, Tayte said:

Ref defined in: DynDOLOD.esm
Ref form ID: 11001D5C
20210831121403_1.thumb.jpg.f4849bc164e3b5a396addd6f83136a50.jpg
The only mods I can think about that could be touching it would be Noble Skyrim, Skyrim HD or perhaps Ruby Ruins. The first two being more likely.
Thanks for the help and quick responses.

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.

Posted
10 minutes ago, sheson said:

This screenshot is still from outside the city no?

Go through the load door and click the full model of the gate.

Oh my bad. I didn't know you wanted me to go inside, since I have no issues when I load inside. Everything seems perfectly fine there, but I will do it.
20210831123723_1.thumb.jpg.d9eff8285cd972836aa5f94fa09ec0d3.jpg
This is the inside of the loaded town.
Ref defined: skyrim.esm.
Ref form: 00042283

Sorry for the confusion.

 

Posted
12 minutes ago, Tayte said:

Oh my bad. I didn't know you wanted me to go inside, since I have no issues when I load inside. Everything seems perfectly fine there, but I will do it.
20210831123723_1.thumb.jpg.d9eff8285cd972836aa5f94fa09ec0d3.jpg
This is the inside of the loaded town.
Ref defined: skyrim.esm.
Ref form: 00042283

Sorry for the confusion.

 

Click the gate structure (with the stones), not the door.

Posted (edited)
23 minutes ago, sheson said:

Click the gate structure (with the stones), not the door.

unknown.png
Ref defined: skyrim.esm.
Ref form: 00078ED8


Hopefully I did it correctly this time.  I don't think this door is modded, as I never attempted to change them.

Edited by Tayte
Posted
40 minutes ago, Tayte said:


Ref defined: skyrim.esm.
Ref form: 00078ED8


Hopefully I did it correctly this time.  I don't think this door is modded, as I never attempted to change them.

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.

Posted (edited)
21 minutes ago, sheson said:

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.

Just to be sure. The 2 digits in brackets are these right? 56? It doesn''t seem to let me click enter, but I probably did it wrong.
image.thumb.png.3d661341b334704d8134b14fa8b2f403.png
image.png.ca3c76431c665a8eb43384003c09ca55.png
I'm not the sharpest.

Edited by Tayte
Posted
14 minutes ago, Tayte said:

Just to be sure. The 2 digits in brackets are these right? 56? It doesn''t seem to let me click enter, but I probably did it wrong.
image.thumb.png.3d661341b334704d8134b14fa8b2f403.png
image.png.ca3c76431c665a8eb43384003c09ca55.png
I'm not the sharpest.

You got the correct number for the DynDOLOD.esp, however in this case you need to use the number of the DynDOLOD.esm

Posted (edited)
15 minutes ago, sheson said:

You got the correct number for the DynDOLOD.esp, however in this case you need to use the number of the DynDOLOD.esm

image.thumb.png.0a22f4e660f3629f772073bcbe931c3e.png

this is what I find. I'm a little unsure what to do here.

This whole thing honestly makes me nervous xD

Edited by Tayte
Posted
28 minutes ago, Tayte said:

image.thumb.png.0a22f4e660f3629f772073bcbe931c3e.png

this is what I find. I'm a little unsure what to do here.

This whole thing honestly makes me nervous xD

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

Posted (edited)
14 minutes ago, sheson said:

OK, so same ID as from the inside screenshot. Really odd that this happens.

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 will remove the LOD thing in the game for now.

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 a new line anywhere:

Skyrim.esm;00078ED8;RTNorthGate01

I'm using vortex, i removed it. Do I just close the editor now?
Oh after I removed the header it just disappeared everything... So I guess I should close it.

Edited by Tayte
Posted
10 minutes ago, Tayte said:

I'm using vortex, i removed it. Do I just close the editor now?

In that case just close xEdit, it should save the file and if there is no further error messages all should be fine.

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