filthymanlet Posted September 6, 2019 Share Posted September 6, 2019 Good Evening, I'm scratching my head as to what I can do to fix my predicament, the issue being despite trying different paths I cannot get Waterfalls and Windmills to animate from afar what log or detail do you require from me to help narrow this issue down? Link to comment Share on other sites More sharing options...
sheson Posted September 7, 2019 Author Share Posted September 7, 2019 (edited) Good Evening, I'm scratching my head as to what I can do to fix my predicament, the issue being despite trying different paths I cannot get Waterfalls and Windmills to animate from afar what log or detail do you require from me to help narrow this issue down?That's is not a very specific description of anything really. No idea what paths for what you are talking about. If there is an error message, reproduce it here. If it happens while generating LOD, post the entire DynDOLOD log.Install DynDOLOD and requirement, generate the LOD mod with dynamic LOD enabled, install its output according to the instructions. Edited September 7, 2019 by sheson Link to comment Share on other sites More sharing options...
dunc001 Posted September 7, 2019 Share Posted September 7, 2019 (edited) For some reason, after updating my standalone install to 2.71 whenever I now try to run TexGen or DynDOLOD through MO2 I am getting a warning popup: These are my settings, which have not changed since I last ran: I have not renamed the executables. I deleted the previous installed files completely and then unpacked 2.71 into the same directory, so no leftovers. Any idea how I can fix it? Edited September 7, 2019 by dunc001 Link to comment Share on other sites More sharing options...
dunc001 Posted September 7, 2019 Share Posted September 7, 2019 Apologies - something had got messed up when I installed 2.71. Wiping it and starting again it's all working fine. Link to comment Share on other sites More sharing options...
Soulmancer Posted September 9, 2019 Share Posted September 9, 2019 (edited) Hi, I located some documentation that stated SWIFT was supported by dyndolod... https://www.nexusmods.com/skyrimspecialedition/mods/17905 But DynDoLod didn't seem to generate LOD's for them... they just materialize out of thin air as you approach them from a distance. at least that was the case for me! Edited September 9, 2019 by Soulmancer Link to comment Share on other sites More sharing options...
Jarl_Elisif Posted September 9, 2019 Share Posted September 9, 2019 Hi, After installing DyndoLOD, the sky seems messed up. Only half of it is visible. Unchecking the esp doesn't rectify it, but unchecking the DyndoLOD folder in MO does. (Obviously, Dyndolod doesn't work then.) Here are screenshots: Links, in case the pics don't show up: https://ibb.co/34YGGyvhttps://ibb.co/HpN257z Link to comment Share on other sites More sharing options...
sheson Posted September 9, 2019 Author Share Posted September 9, 2019 Hi, I located some documentation that stated SWIFT was supported by dyndolod... https://www.nexusmods.com/skyrimspecialedition/mods/17905 But DynDoLod didn't seem to generate LOD's for them... they just materialize out of thin air as you approach them from a distance. at least that was the case for me!I really on test and document mods for Skyrim while Skyrim Special Edition has large reference bugs. I suppose SWIFT is a straight conversion, so copy ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_wayshrinesiftesp.ini to ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_wayshrinesiftesp.iniThen when you click Low, Medium or High you should see a line about a rule being loaded for the plugin. So generating LOD with the rule included should add LOD for the Shrines that raise out of the ground. Link to comment Share on other sites More sharing options...
sheson Posted September 9, 2019 Author Share Posted September 9, 2019 Hi, After installing DyndoLOD, the sky seems messed up. Only half of it is visible. Unchecking the esp doesn't rectify it, but unchecking the DyndoLOD folder in MO does. (Obviously, Dyndolod doesn't work then.) Here are screenshots: Links, in case the pics don't show up: https://ibb.co/34YGGyvhttps://ibb.co/HpN257zLooks like broken meshes. See if hiding jhust the meshes folder in output makes the problem go away. If it does, then test if generating static object LOD again fixes it. Set Export=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini After starting DynDOLOD, change the worldspace to Tamriel, so that the Execute LODGen.exe button becomes available, the click it.Afterwards install output as usual overwriting the existing output. If it is the meshes, but the new generation as the same problem, then a source LOD model is borked.Then you should try to narrow it down to a single *.bto file in meshes\terrain\tamriel\objects\*.bto Just remove half the files, test if problem is gone. If it is, put files back, remove other half. Repeat until one file is left. If it is not something in meshes, then test if turning DynDOLOD off in its SkyUI MCM changes anything. Let me know the results. Link to comment Share on other sites More sharing options...
Jarl_Elisif Posted September 9, 2019 Share Posted September 9, 2019 Yes, simply generating static LODs again seems to have fixed the issue. Thanks. Link to comment Share on other sites More sharing options...
Soulmancer Posted September 9, 2019 Share Posted September 9, 2019 (edited) I renamed DynDOLOD_TES5_wayshrinesiftesp.ini to DynDOLOD_SSE_wayshrinesiftesp.ini; then started dyndolod and when through the dyndolod generation process; didn't seem to make any difference though sadly :( The name of the ESP in SSE though is WayshrinesIFT.esp; there is also a wyrmstooth and bruma patch for it. does that make a difference? I really on test and document mods for Skyrim while Skyrim Special Edition has large reference bugs. I suppose SWIFT is a straight conversion, so copy ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_wayshrinesiftesp.ini to ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_wayshrinesiftesp.iniThen when you click Low, Medium or High you should see a line about a rule being loaded for the plugin. So generating LOD with the rule included should add LOD for the Shrines that raise out of the ground. Edited September 9, 2019 by Soulmancer Link to comment Share on other sites More sharing options...
sheson Posted September 10, 2019 Author Share Posted September 10, 2019 I renamed DynDOLOD_TES5_wayshrinesiftesp.ini to DynDOLOD_SSE_wayshrinesiftesp.ini; then started dyndolod and when through the dyndolod generation process; didn't seem to make any difference though sadly :( The name of the ESP in SSE though is WayshrinesIFT.esp; there is also a wyrmstooth and bruma patch for it. does that make a difference?So the plugin filename did not change. The included manual DynDOLOD_Mod_Authors.html explains the rules files. The patches are irrelevant. Link to comment Share on other sites More sharing options...
Soulmancer Posted September 10, 2019 Share Posted September 10, 2019 Ok, I'll have a look at the rule manual; at any rate re-naming it to the SSE didn't have an impact. the shrine still materializes out of the thin air when you approach... I did rename though and not copy as you said so the original TES5 file is gone... that's no issue though if I'm using SSE is it? Link to comment Share on other sites More sharing options...
sheson Posted September 10, 2019 Author Share Posted September 10, 2019 Ok, I'll have a look at the rule manual; at any rate re-naming it to the SSE didn't have an impact. the shrine still materializes out of the thin air when you approach... I did rename though and not copy as you said so the original TES5 file is gone... that's no issue though if I'm using SSE is it?When generating LOD for Skyrim, the TES5 files are used. When generating LOD for Special Edition the SSE files are used. As I said, check the log shows loading a rule for the plugin when clicking low, medium, high. Then generate LOD as usual. Link to comment Share on other sites More sharing options...
Soulmancer Posted September 10, 2019 Share Posted September 10, 2019 When generating LOD for Skyrim, the TES5 files are used. When generating LOD for Special Edition the SSE files are used. As I said, check the log shows loading a rule for the plugin when clicking low, medium, high. Then generate LOD as usual.Clicking on the "medium" just seems to start the entire DynDoLod generation process automatically; I do see the log in the background but a lot is going on in a hurry. ... do I need to something in the advanced tab? Link to comment Share on other sites More sharing options...
sheson Posted September 11, 2019 Author Share Posted September 11, 2019 (edited) Clicking on the "medium" just seems to start the entire DynDoLod generation process automatically; I do see the log in the background but a lot is going on in a hurry. ... do I need to something in the advanced tab? 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. Edited September 11, 2019 by sheson Link to comment Share on other sites More sharing options...
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