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How to make DynDOLOD work with Azura statue replacer?


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Posted

I don't know if I'm doing something wrong but I just can't figure out how can I make DynDOLOD work with Azura Highpoly EnbParticleLight. I created a custom mesh mask rule as manual says, the comments said to turn off the mod and regenerate DynDOLOD i tried it and it didn't work. I'm still getting not glowing Azura statue when I'm far and it changes to glowing one when I'm getting close. Any help on what should I do? In the past when I used different Azura statue replacers it always worked so I'm really lost now.

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Posted

Never mind. I set a mesh rule that works for me.

VWD None None None None NeverFadeFull Original. I can it from everywhere, and I don't care so much about the mountain peaks.

 com.oculus.shellenv-20240501-170125.thumb.jpg.9159e9ddc07b386e96736206a3f74f4c.jpg

Aedra and Daedra together at last

 com.oculus.shellenv-20240501-165352.thumb.jpg.f26d0736e29cf679274ecb37f691cb2c.jpg  

The view from Shor's Watchtower.

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Posted
11 hours ago, The_Franks said:

I fixed the college of Winterhold with a meshmask rule, and now I can't unsee the missing Azura statue.

Debug @ Googledrive link. Log hereDynDOLOD_TES5VR_log.txt.

I tried both ideas for meshmask rules from here Replaced Full Model - Example Azura Statue | DynDOLOD, and neither one seemed to work for me. I am not replacing Azura with a mod, and there is no light or anything. It might be a higher quality mesh, but it is the right nif name and has the lod in lod\clutter\ that it should have (and they match), and I verified in xEdit that nothing effects 0033dcb or 0033dca after dyndolod. Only BDS2.1 messes with 003dca, and only UESP modifies 0033dcb. In either case, dyndolod is last.

This is also an issue with the mountain tops near Azura, so maybe it is a large reference issue. I am definitely closer than 100 cells away.

Example: "architecture\winterhold\winterholdextcenter01.nif None None None None NeverFadeLOD Unchanged" works and I can see that mesh from anywhere it is not blocked from view, like from Shor'sWatchtower for example. The same meshmask rule for Azura changes nothing.

This is different from None None None None NeverFadeFull Unchanged and the Full Full Full None FarLOD Unchanged in the linked dyndolod explainer, but I tried those already with the same results.

 VirtualDesktop.Android-20240501-152357.thumb.jpg.e95083a457b8f7f6e8d59b9734eb6e08.jpgVirtualDesktop.Android-20240501-152414.thumb.jpg.a88bc83f33361f30d8cae76dedac194c.jpg 
Azura pops in at the top of the mountain behind Winstad manor from the west and at the flat rock by Cragslane Cavern located here.

 image.thumb.jpeg.f11b582b764df3a81dafa7444bc603c4.jpeg 

And yes, I am amazed that dyndolod is so good that I can see the rock on the map. This is the view from the rock

 VirtualDesktop.Android-20240430-223433.thumb.jpg.eab85fde41af7b517c39fd64d46256f5.jpg 

and if I take one step backward

 image.thumb.jpeg.2f98f3e1718dd086e018a7f4f7e267d0.jpeg 

the tops of the mountains and the statue disappear, but the college remains. I am stumped.

The google link for the debug log wants me to login.

I know from the other post you now have a solution that works for you, however we never actually followed through investigating the actual reason for the statue, college or mountains to not show at a certain distance or from a certain location. For example, I asked to double check the object LOD distances in the DynDOLOD SkyUI - MCM and to test without Occlusion.esp in the load order etc.

For future reference, it is better to first find out the actual reason for something, so it can be fixed properly instead of making workarounds like setting full models to show in the LOD area. That should not be needed under normal circumstance and costs more performance. These references typically do not show on the map. It is also possible that the issue is caused by a problem or bug somewhere that ought to be fixed properly for everybody.

In case there is an issue in the future, just report it verbatim and follow through with requested information and the suggested troubleshooting steps. You do need to find a workaround for something that should not require a workaround to begin with. The statue, college and mountains should just show as is.

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Posted (edited)
17 hours ago, sheson said:

The google link for the debug log wants me to login.

I know from the other post you now have a solution that works for you, however we never actually followed through investigating the actual reason for the statue, college or mountains to not show at a certain distance or from a certain location. For example, I asked to double check the object LOD distances in the DynDOLOD SkyUI - MCM and to test without Occlusion.esp in the load order etc.

For future reference, it is better to first find out the actual reason for something, so it can be fixed properly instead of making workarounds like setting full models to show in the LOD area. That should not be needed under normal circumstance and costs more performance. These references typically do not show on the map. It is also possible that the issue is caused by a problem or bug somewhere that ought to be fixed properly for everybody.

In case there is an issue in the future, just report it verbatim and follow through with requested information and the suggested troubleshooting steps. You do need to find a workaround for something that should not require a workaround to begin with. The statue, college and mountains should just show as is.

I'll do that stuff for you and get back to you. Here, try this link to the debug log.  https://drive.google.com/file/d/1TT_w94HwSwRKzdjsTfRdUKZFKtVmdxnc/view?usp=sharing.  

Edit: lod settings L0-35000, L1-70000, tree-102500. 

Edit2: running a regular high settings build without the occlusion.esp doesn't change anything about the visibility of the college, the statue, nor the mountain peaks. 

Edited by The_Franks
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Posted
6 hours ago, The_Franks said:

I'll do that stuff for you and get back to you. Here, try this link to the debug log.  https://drive.google.com/file/d/1TT_w94HwSwRKzdjsTfRdUKZFKtVmdxnc/view?usp=sharing.  

Edit: lod settings L0-35000, L1-70000, tree-102500. 

Edit2: running a regular high settings build without the occlusion.esp doesn't change anything about the visibility of the college, the statue, nor the mountain peaks. 

Got the log OK now. Thanks.

Object LOD has 3 LOD levels in the game world and 3 distance settings https://dyndolod.info/Help/Object-LOD#Settings
The fBlockMaximumDistance is the one of interest. Beyond that the game just shows terrain LOD. Increase it to show object LOD further away.

As mentioned earlier, the current settings can be checked in the DynDOLOD SkyUI MCM - Settings page  https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
Mods like VR FPS Stabilizer can change them on the fly.

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Posted
12 hours ago, sheson said:

Got the log OK now. Thanks.

Object LOD has 3 LOD levels in the game world and 3 distance settings https://dyndolod.info/Help/Object-LOD#Settings
The fBlockMaximumDistance is the one of interest. Beyond that the game just shows terrain LOD. Increase it to show object LOD further away.

As mentioned earlier, the current settings can be checked in the DynDOLOD SkyUI MCM - Settings page  https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
Mods like VR FPS Stabilizer can change them on the fly.

That must be it then.  I checked my prefs ini and fBlockMaximumDistance is set to 102500, and not maxdistance. I am going to check that out and I bet that's the answer. Confirmed. That was it. Statue and college now appear from everywhere, including the world map. You're a legend. That only leaves one last thing, and it is not a big deal, but it is a big hole.

 VirtualDesktop.Android-20240503-122231.thumb.jpg.2c5d8b9b37305634e4c700822ab62676.jpg 

There is this occlusion hole in a Morrowind mountain that the player character cannot even get near. It will disappear for a moment while on the road out of Winterhold, but the reappear 10 steps south again, and I have confirmed that loading the game without the occlusion.esp will make the hole go away, so I think it must be occlusion related. It is only visible from Winterhold and the surrounding waters. Like I said, it's not like I can go there, so it not a big deal, but it is the last thing.  This has been a persitent thing, so the logs I already sent may have some idea why it is there. Thanks again.

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Posted
On 5/3/2024 at 7:34 PM, The_Franks said:

That must be it then.  I checked my prefs ini and fBlockMaximumDistance is set to 102500, and not maxdistance. I am going to check that out and I bet that's the answer. Confirmed. That was it. Statue and college now appear from everywhere, including the world map. You're a legend. That only leaves one last thing, and it is not a big deal, but it is a big hole.

 VirtualDesktop.Android-20240503-122231.thumb.jpg.2c5d8b9b37305634e4c700822ab62676.jpg

There is this occlusion hole in a Morrowind mountain that the player character cannot even get near. It will disappear for a moment while on the road out of Winterhold, but the reappear 10 steps south again, and I have confirmed that loading the game without the occlusion.esp will make the hole go away, so I think it must be occlusion related. It is only visible from Winterhold and the surrounding waters. Like I said, it's not like I can go there, so it not a big deal, but it is the last thing.  This has been a persitent thing, so the logs I already sent may have some idea why it is there. Thanks again.

"maxdistance" is not a valid value for fBlockMaximumDistance. It requires a floating point number to be set. In case of invalid settings it will most likely revert to some internal default number. See https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/TerrainManager#fBlockMaximumDistance

Did you generate terrain LOD with xLODGen? Was one of the restored terrain plugins like SSE-Terrain-Tamriel-Extend.esm installed?

https://dyndolod.info/Help/xLODGen#Requirements

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Posted
On 5/3/2024 at 8:10 PM, sheson said:

"maxdistance" is not a valid value for fBlockMaximumDistance. It requires a floating point number to be set. In case of invalid settings it will most likely revert to some internal default number. See https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/TerrainManager#fBlockMaximumDistance

Did you generate terrain LOD with xLODGen? Was one of the restored terrain plugins like SSE-Terrain-Tamriel-Extend.esm installed?

https://dyndolod.info/Help/xLODGen#Requirements

Yes, I did generate terrain lod with xlodgen with that exact mod installed. My map is giantic now, which is cool. I can always run it again, because I did run it since then to bump up the lod4 texture quality, but had that mod turned off in the list to save time. I assume I will need to regenerate the occlusion data after that. Should I just do that with xlodgen at the same time?

Edit: That was it. I reactivated SSE_Terrain-Tamriel-Extended.esm, reran xlod gen for tamriel, deleted the esm, reran dyndolod for occlusion only and the hole is gone. Thank you. 

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Posted

I would like to ask for some help with the 3x Vanilla Big Azura Statue Replacer, using Xtudo’s Azura statue models from Nexus. No matter what I do, the new statue does not show up on A Clear Map of Skyrim. In-game I can see the statue normally from a distance; the only issue is that it does not appear on the map (the vanilla statue used to appear as intended).

I use Xtudo’s main file and the replacer, both active in my load order. I have generated DynDOLOD both with custom rules and with no special rules at all, since I saw that the newer version of DynDOLOD already includes specific rules for these statues, but the result is the same. In xEdit, it looks like only the DynDOLOD output is overriding the Azura statue replacer plugin.

I also followed the instructions from this page step by step, but without success:
https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

If anyone who has managed to use Xtudo’s Azura statue replacer and get it to show on the map, could explain how you set it up, I would really appreciate it.

https://pastee.dev/p/XCs2fEHk

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Posted
11 hours ago, mazekein1 said:

I would like to ask for some help with the 3x Vanilla Big Azura Statue Replacer, using Xtudo’s Azura statue models from Nexus. No matter what I do, the new statue does not show up on A Clear Map of Skyrim. In-game I can see the statue normally from a distance; the only issue is that it does not appear on the map (the vanilla statue used to appear as intended).

I use Xtudo’s main file and the replacer, both active in my load order. I have generated DynDOLOD both with custom rules and with no special rules at all, since I saw that the newer version of DynDOLOD already includes specific rules for these statues, but the result is the same. In xEdit, it looks like only the DynDOLOD output is overriding the Azura statue replacer plugin.

I also followed the instructions from this page step by step, but without success:
https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

If anyone who has managed to use Xtudo’s Azura statue replacer and get it to show on the map, could explain how you set it up, I would really appreciate it.

https://pastee.dev/p/XCs2fEHk

Moved to the appropriate thread for the issue. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload.
Also upload S:\Modding\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Post links to the mods that affect the statue.

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Posted

Thanks for your reply, for the support, and for DynDOLOD itself, it is an amazing tool and piece of work.

I had to regenerate both DynDOLOD and TexGen, and I will update the post with a new DynDOLOD debug log and the DynDOLOD_SSE_Object_Report.txt you requested. My apologies if anything was missing from the first set of logs.

The mod that changes the Azura statue is this one:
https://www.nexusmods.com/skyrimspecialedition/mods/78809?tab=files&file_id=332696&nmm=1

I also use Xtudo’s main file from that page, but as far as I can tell it should not affect the giant Azura statue model itself.

Since we are on the subject, I am also using this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/4269?tab=files&file_id=52059&nmm=1 (Caranthir Tower Reborn SE)

The tower model from this mod does not appear on A Clear Map of Skyrim either, just like the Azura statue. I used the script patch from DynDOLOD Patches for this mod (https://dyndolod.info/Mods/Caranthir-Tower-Reborn), but I believe that patch is only related to hiding and restoring the tower itself, not to how it is shown on the map. Logs: https://www.mediafire.com/file/hj7juawbwvb263a/LOGS.zip/file

 

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Posted
1 hour ago, mazekein1 said:

Thanks for your reply, for the support, and for DynDOLOD itself, it is an amazing tool and piece of work.

I had to regenerate both DynDOLOD and TexGen, and I will update the post with a new DynDOLOD debug log and the DynDOLOD_SSE_Object_Report.txt you requested. My apologies if anything was missing from the first set of logs.

The mod that changes the Azura statue is this one:
https://www.nexusmods.com/skyrimspecialedition/mods/78809?tab=files&file_id=332696&nmm=1

I also use Xtudo’s main file from that page, but as far as I can tell it should not affect the giant Azura statue model itself.

Since we are on the subject, I am also using this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/4269?tab=files&file_id=52059&nmm=1 (Caranthir Tower Reborn SE)

The tower model from this mod does not appear on A Clear Map of Skyrim either, just like the Azura statue. I used the script patch from DynDOLOD Patches for this mod (https://dyndolod.info/Mods/Caranthir-Tower-Reborn), but I believe that patch is only related to hiding and restoring the tower itself, not to how it is shown on the map. Logs: https://www.mediafire.com/file/hj7juawbwvb263a/LOGS.zip/file

 

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant
If checked, the rule is only applied if a LOD model is found and assigned for mesh mask rule. If no LOD model exists the rule is ignored.
The mesh mask rule for man_azura\shrineofazura013xSize.nif sets the VWD flag while no LOD model exists, so the rule does not take effect. Uncheck the VWD flag.

The mesh mask rule for the man_azura\shrineofazura01.nif sets LOD Level 16 and 32 to None. Set at least Level 32 to Full so LOD for it shows up on the map.

If further clarification is needed, post a usefull screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

 

The Caranthir tower full and LOD model are dynamicly enabled/disabled and thus can not have a LOD representation on the map currently due to CTD because of the game engine. Something I hope to address some time in the future.

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Posted
4 hours ago, sheson said:

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant
If checked, the rule is only applied if a LOD model is found and assigned for mesh mask rule. If no LOD model exists the rule is ignored.
The mesh mask rule for man_azura\shrineofazura013xSize.nif sets the VWD flag while no LOD model exists, so the rule does not take effect. Uncheck the VWD flag.

The mesh mask rule for the man_azura\shrineofazura01.nif sets LOD Level 16 and 32 to None. Set at least Level 32 to Full so LOD for it shows up on the map.

If further clarification is needed, post a usefull screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

 

The Caranthir tower full and LOD model are dynamicly enabled/disabled and thus can not have a LOD representation on the map currently due to CTD because of the game engine. Something I hope to address some time in the future.

It worked on the first try following your guidance. I can’t thank you enough it looks beautiful on the map. You’re the man, sheson shoutout from Brazil to you

 
 
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