Zanderat Posted August 6, 2019 Posted August 6, 2019 See screenshot. I have no idea. I let mathy79 know, as well. https://www.dropbox.com/s/3os6flt8xi6w91c/SkyrimSE%202019-08-06%2010-58-50-72.jpg?dl=0
0 sheson Posted August 6, 2019 Posted August 6, 2019 (edited) What is the problem supposed to be? This is a full model in a loaded cell. DynDOLOD does not change the reference in a loaded cell as you can see by the information listed on the right. Edited August 6, 2019 by sheson
0 Zanderat Posted August 6, 2019 Author Posted August 6, 2019 See the screenshot. Semi-transparent lamp posts. One more update. If I load ML AFTER DynDOLOD, the error goes away. But obviously this is not the preferred solution.
0 sheson Posted August 6, 2019 Posted August 6, 2019 (edited) Are you saying a particular full model just stops fading into full view? If you believe DynDOLOD has anything to do with it, then the first obvious troubleshooting step would be to remove the overwrite of the base record, which typically is only setting the Visble When Distant flag. If it still happens then, this is probably a resource issue. If the ML plugin was the last to before the DynDOLOD plugin at generation time, then you can have it load after. Otherwise, it will probably revert cell changes made by other plugins. Edited August 6, 2019 by sheson
0 Zanderat Posted August 6, 2019 Author Posted August 6, 2019 (edited) Yes. That is exactly what happens. The screenshot does say "Base Last Changed by: DynDOLO.esp". Thanks. Edited August 6, 2019 by Zanderat
0 sheson Posted August 6, 2019 Posted August 6, 2019 (edited) Yes. That is exactly what happens. The screenshot does say "Base Last Changed by: DynDOLO.esp". Thanks. FYI that flag is set by DynDOLOD on the base record of every object that gets LOD. Since years. So far without issues. I can not replicate any issue with that particular reference or any other. You see it anywhere else? Does it happen every time the cell/model is loaded? Edited August 6, 2019 by sheson
0 Zanderat Posted August 6, 2019 Author Posted August 6, 2019 The issue seems specific to ML. Could also be specific to my load order. But I don't see any obvious conflicts. I will do some more testing. Thanks for the help. Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfires.esm 04 Dragonborn.esm 05 Unofficial Skyrim Special Edition Patch.esp [Version 4.1.9] 06 BSAssets.esm 07 BSHeartland.esm 08 BS_DLC_patch.esp 09 ArngeirHQvoice.esp 0A MajesticMountains_Landscape.esm 0B DynDOLOD.esm 0C Landscape and Water Fixes.esp 0D SSE-Terrain-Tamriel.esm 0E SMIM-SE-Merged-All.esp 0F Prometheus_No_snow_Under_the_roof.esp [Version 3.1] 10 NSUTR_bugfixes.esp 11 NSUTR_groundsnow_mesh_fixes.esp 12 NSUTR_improvements.esp 13 NSUTR_Static_fix.esp 14 Reverb and Ambiance Overhaul - Skyrim.esp [Version erb] 15 DLCIntegration.esp 16 Lore Weapon Expansion - Daedric Crescent.esp [Version 1.0] 17 Lore Weapon Expansion - Goldbrand.esp [Version 1.1] 18 Lore Weapon Expansion - Relics of the Crusader.esp [Version 1.0] 19 LSFX-SSE-Audiosettings.esp 1A Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp 1B Immersive Wenches.esp 1C DLCIntegration Beyond Skyrim Compatibility Patch.esp 1D Weapons Armor Clothing & Clutter Fixes.esp 1E Enhanced Landscapes.esp 1F RelightingSkyrim_SSE.esp 20 3DNPC.esp [Version 3.4.2] 21 AmuletsShowOnEverything.esp 22 Book Covers Skyrim.esp 23 WACCF_Armor and Clothing Extension.esp 24 BetterQuestObjectives.esp 25 BetterQuestObjectives - BCS Patch.esp 26 BetterQuestObjectives-DBForevertoMisc.esp 27 CinematicFireFX.esp 28 DeadlySpellImpacts.esp 29 Lore Weapon Expansion.esp [Version 1.4a] 2A SkyUI_SE.esp 2B Cloaks.esp 2C EmbersHD.esp 2D Cloaks - Dawnguard.esp 2E Qw_CloaksOfSkyrim_USSEP Patch.esp 2F Qw_3DNPC_USSEP Patch.esp 30 ICNs_ImmersiveCollegeNPCs.esp [Version 1.1.0] 31 Unique Region Names.esp 32 Rigmor.esp 33 Beyond Skyrim - Bruma - Guard Cloaks.esp 34 Bruma - Less Item Weight.esp 35 WICO - Immersive People.esp 36 lm_astronach.esp [Version 1.0] 37 3DNPC Fixes.esp 38 Cuyima 3DNPC - Redone.esp 39 3DNPC_FrogCustom_Amalee.esp 3A 3DNPC_FrogCustom_Zora.esp 3B AHZmoreHUD.esp [Version 3.6.3] 3C Serana Dialogue Edit.esp 3D Skyrim Unlimited Rings And Amulets SSE.esp 3E Better Dynamic Snow.esp 3F Medieval Lanterns of Skyrim.esp 40 ImprovedRoads.esp 41 Enhanced Landscapes - Dead Marsh.esp 42 SoundsofSkyrimComplete.esp 43 Remove Interior Fog.esp 44 goodbrother.esp 45 ethereal_elven_overhaul.esp 46 mrbs-uniqueloot-se.esp 47 skyBirds_SSE.esp 48 Dynamic Outfits - Basic Version.esp 49 WICO - USSEP Compatible Patch.esp 4A BirdsOfSkyrim_SSE.esp 4B Particle Patch for ENB SSE.esp 4C Morrowloot Artifacts Only.esp 4D EMCompViljaSkyrim.esp 4E MajesticMountains_Moss.esp 4F Point The Way.esp [Version 2.0.2] 50 BirdsAndFlocks_SSE.esp 51 Skyrim Flora Overhaul.esp 52 Gildergreen Regrown.esp [Version 2.0] 53 Landscape Fixes For Grass Mods.esp 54 tpos_complete02_RTCWG.esp 55 MajesticMountains.esp 56 more idle markers.esp 57 crimson nirnroot cheat.esp 58 BDS - MM Patch.esp 59 BetterDynamicSnow_PATCH.esp 5A Qw_WICO_USSEP Patch.esp 5B Dogs-of-Skyrim.esp 5C Dwarfsphere.esp [Version 2] 5D Run For Your Lives.esp [Version 4.0] 5E Inigo.esp 5F Dawnstar.esp [Version 2.0.2] 60 Improved Roads USSEP.esp 61 Bruma - Better Defendable.esp 62 Oblivion Gates Remade.esp [Version 1.1.21] 63 Tomebound.esp 64 Populated Cities Towns Villages Legendary.esp 65 Finding_Derkeethus.esp 66 S3DSigns.esp 67 Skyrim Chimneys.esp 68 mrbs-unique artifacts-se.esp 69 Qw_ACE_BSHeartland Patch.esp 6A BSHeartland - Unofficial Patch.esp 6B Riften Docks Pathways SE.esp 6C InsanitySorrow Weapons Pack.esp 6D Breezehome Firepit Removed.esp [Version 1.04] 6E LIAT - Sounds.esp 6F Bells of Skyrim.esp 70 Bruma - Better Defendable - Bells of Skyrim Synergy Patch.esp 71 CoW_LOD_Shimmer_Fix.esp 72 Northern Marsh Bridges SE.esp 73 KeeperCarcetteSurvives.esp 74 SkyrimReputation_SSE.esp 75 LIAT - NPCs.esp 76 The Paarthurnax Dilemma.esp [Version 2.0] 77 Map Markers Complete.esp 78 StoneFinder.esp 79 Dawnstar_No Snow Under the Roof_Patch.esp 7A Skyland Imperial Forts and Dungeons.esp 7B Dawnguard&VolkiharArtifactsQuests.esp 7C ossumpossumWINDHELMBRIDGESEAMFIX.esp 7D AK- Boethiah Alternate.esp 7E BetterQuestObjectives-PaarDilemmaPatch.esp 7F Chesko_WearableLantern.esp 80 Sounds of Skyrim Unique Region Names Patch.esp 81 tpos_NSUTRpatch.esp 82 College Bridge Light Fix - Clean ITM and Remove Unnecessary Record.esp 83 CourierShowsDelivery.esp 84 CrittersAintSnitches.esp 85 DawnguardVampireAttackFix.esp 86 Dynamic Outfits - Basic Version - Cloaks of Skyrim Patch.esp 87 FNIS.esp 88 FNISSexyMove.esp 89 Followers Don't Draw Weapons.esp [Version 1.0.1] 8A Footprints.esp 8B GoldToSeptimsWeightless.esp 8C GoToBed.esp 8D Grass FPS Booster.esp 8E HagravenSkinShaders.esp 8F iHUD.esp 90 JiubQuestMarkers.esp 91 Skysan_Icicle.esp 92 RUSTIC SOULGEMS - Unsorted.esp 93 NamedSoulGems.esp 94 LeveledItemsLevelWithYou.esp 95 LightngDuringStorm.esp 96 LongerRespawningCells.esp 97 LydiaLoopFix.esp 98 Morrowind Jiub.esp 99 No NPC Greetings.esp 9A NPC Outfit Corrections.esp 9B NPC Outfit Corrections SE WACCF_Armor and Clothing Extension Patch.esp 9C PrvtIRings.esp 9D RimStats.esp 9E Sell Stones of Barenziah.esp 9F Serana.esp A0 SimplyKnock.esp A1 SleevesMod_CloaksAndUSSEP.esp A2 Snotgurg Equipment HUD.esp [Version 2.1] A3 SSE High Quality Music.esp A4 SummonAncestorGuardian.esp A5 SummonsReleveled.esp A6 TheCleaner.esp A7 Translocate.esp A8 UltimateLoreLoadingScreen.esp A9 ViewableFactionRanks.esp AA WGT.esp AB WICO - Immersive Character.esp AC WICO - Immersive Dawnguard.esp AD WondersofWeather.esp AE Walklikeanormalperson.esp AF ENB Light.esp B0 Better Dynamic Snow - NSUTR Patch.esp B1 BladePatrols.esp B2 BTArcaneSpells.esp B3 EMViljaInSolstheimAddOn.esp B4 icepenguinworldmapclassic.esp B5 Radiance.esp B6 Cathedral Weathers.esp B7 CathedralWeatherMCM.esp B8 SoS_Cathedral_Patch.esp B9 SMIM-Bruma-Patch.esp BA NotificationLog.esp BB Northside Tweaks.esp BC BlendedRoads.esp BD Obsidian In Cathedral.esp BE Fluffy Snow - BlendedRoads Patch.esp BF Finding_Derkeethus_EBQO.esp C0 Qw_ACE_CloaksOfSkyrim Patch.esp C1 Qw_BookCoversSkyrim_USSEP Patch.esp C2 Qw_WICO_3DNPC Patch.esp C3 Oblivion Gates Remade - Map Markers.esp [Version 1.1.22] C4 SolstheimLighthouse.esp C5 Imperious - Races of Skyrim.esp C6 EEO Imperious patch.esp C7 Ordinator - Perks of Skyrim.esp C8 Ordinator - Beyond Skyrim Bruma Patch.esp C9 Perks Unlinked.esp CA ELE_SSE.esp CB Remove Interior Fog - ELE Patch 2.1.esp CC SoS_ELE_Patch.esp CD RAO - ELE patch SSE.esp CE WACCF_BashedPatchLvlListFix.esp CF Bashed Patch, 0.esp D0 Dawnguard Map Markers.esp [Version 2.0.2] D1 TVDT REMOVED.esp D2 DynDOLOD.esp
0 sheson Posted August 6, 2019 Posted August 6, 2019 (edited) If this is with a new game, wait 12 or 24 hours (inside maybe) to let the ML script settle on the time of day. Otherwise, if removing the base record overwrite with the Visible When Distant flag does not change anything, test with default INIs. Then next maybe with a reduced load order - when I say I can't replicate the issue I typically only have a dozen of plugins at a time. Edited August 6, 2019 by sheson
0 Zanderat Posted August 6, 2019 Author Posted August 6, 2019 Thank you. Good idea about waiting 24 hours.
0 Zanderat Posted August 7, 2019 Author Posted August 7, 2019 So I regenerated DynDOLOD without ML and then added back ML to my LO. Works fine now. If I can figure why ML doesn't play nice with DynDOLOD, I will let you know.
0 Zanderat Posted August 12, 2019 Author Posted August 12, 2019 Update: I loaded a profile with only ML, DynDOLOD, and LAL (so I can skip Helgen) installed. Unfortunately the fading issued remained. So, I feel that I am on fairly solid ground in saying that right now DynDOLOD and ML does need some sort of patch/fix. My temp solution is to run DynDOLOD without ML installed and to install ML afterwards.
0 sheson Posted August 12, 2019 Posted August 12, 2019 (edited) Update: I loaded a profile with only ML, DynDOLOD, and LAL (so I can skip Helgen) installed. Unfortunately the fading issued remained. So, I feel that I am on fairly solid ground in saying that right now DynDOLOD and ML does need some sort of patch/fix. My temp solution is to run DynDOLOD without ML installed and to install ML afterwards.I suggest to do some actual troubleshooting. Remember, I do not see any such issue with the reference you reported. Generally, the dynamic LOD works fine for everyone and everything else since years. Do you have any of your own (LOD) models created earlier still in the load order? Is anything overwriting the models from ML or DynDOLOD Resources? Use default INIs. Disable anything else in the setup from ENB to all SKSE plugins that are not required. As already suggested before, remove the overwrite with the visible distant flag from the base record of the full model with the problem.If nothing from DynDOLOD modifies the reference, its base record and the model it uses then the real troubleshooting starts. Without knowing the actual cause for a fade-in to not complete there can't be a fix. From the reporting I am not even sure if its only that one lantern reference you reported, or if it is all lanterns using the same base record, if it always happens to same lanterns no matter what or if it is random or maybe only specific locations. Found any other DynDOLOD users with the same problem? Edited August 12, 2019 by sheson
0 Zanderat Posted August 12, 2019 Author Posted August 12, 2019 I don't believe the issue is on the DynDOLOD side. This is the only mod I use that behaves this way. Thanks for the tips.
0 aproco Posted August 25, 2019 Posted August 25, 2019 Hey Sheson, I'm also getting this problem and I'm attempting to follow your troubleshooting steps, but I'm not certain what you mean by this -->"remove the overwrite with the visible distant flag from the base record of the full model". Is that a record I edit in SSEEdit? I am using default INIs and have disabled everything else except ML and all the texture and landscape mods I use with DynDOLOD. Also I've tested ML without DynDOLOD and there is no fading. I also thought maybe it had something to do with the mod's script checking time to turn the lanterns on and off, but the mod says that script checks every 30 seconds and I get the fading way more frequently than that, like every 5-10 seconds. Hm, I just did another test and the fading does not happen if I run DynDOLOD with candles and FX Glow unchecked. I'm not sure if it's one or both of those, I can test again later and reply with the results if that would be helpful!
0 aproco Posted August 26, 2019 Posted August 26, 2019 Hey Sheson, I'm also getting this problem and I'm attempting to follow your troubleshooting steps, but I'm not certain what you mean by this -->"remove the overwrite with the visible distant flag from the base record of the full model". Is that a record I edit in SSEEdit? I am using default INIs and have disabled everything else except ML and all the texture and landscape mods I use with DynDOLOD. Also I've tested ML without DynDOLOD and there is no fading. I also thought maybe it had something to do with the mod's script checking time to turn the lanterns on and off, but the mod says that script checks every 30 seconds and I get the fading way more frequently than that, like every 5-10 seconds. Hm, I just did another test and the fading does not happen if I run DynDOLOD with candles and FX Glow unchecked. I'm not sure if it's one or both of those, I can test again later and reply with the results if that would be helpful! Edit: Tested some more, the fading does only happen for me when the candles option is checked
0 sheson Posted August 26, 2019 Posted August 26, 2019 (edited) Yes, use xEdit to remove the overwrite record from the DynDOLOD plugin or just unset the Has Distant LOD flag.You get the base form id in the game from console while clicking the object (with More Informative Console). Enter it into the form id field top left of xEdit.In the right window where it shows the record and overwrite, you can right click on the column title where it shows [xx] DynDOLOD.esp to remove it. I also thought maybe it had something to do with the mod's script checking time to turn the lanterns on and off, but the mod says that script checks every 30 seconds and I get the fading way more frequently than that, like every 5-10 seconds.Never assume. Test anyways if not using the scripts stops it from happening. Tested some more, the fading does only happen for me when the candles option is checkedThen no LOD is added for the lanterns and consequently no overwrite with the Has Distant LOD flag. Which seems to indicate that for some reason the flag together with something else is trigger the issues.There also must something else at play, since we have not seen this issue in the past years before. Edited August 26, 2019 by sheson
Question
Zanderat
See screenshot. I have no idea. I let mathy79 know, as well.
https://www.dropbox.com/s/3os6flt8xi6w91c/SkyrimSE%202019-08-06%2010-58-50-72.jpg?dl=0
27 answers to this question
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