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How to make DynDOLOD work with Azura statue replacer?


Grajowiec

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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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30 minutes ago, EazyH said:

OK I think I’m grasping what you’re saying now. Basically you mean if it would have LOD in vanilla by default, matching up w/ a default LOD model (azura, mehrunes, boethiah, Meridia, malacath(?), etc) then that’s when it needs to have the VWD flag, whether it has a matching mesh model or not? As opposed to something like the Hermaeus Mora statue, which does not have a default LOD model and should not have a VWD flag (removing the flag did get this one working for example).

 

slightly related, the ENB light azura mod author dropped an update w/ new DynDOLOD rules and an— interesting setup in the esp, complete with a low poly LOD model. They added new rules none, none, Level 2, none, VWD, farLOD… should this still work as intended…? (Sorry if this is vague for you without seeing the ESP. They essentially set the actual static to have isfullLOD, persistent, etc , and seemingly have the mesh placed as persistent AND temporary. Not sure if this will work as intended how it’s currently set up, but then again I imagine he’s tested?)

If there are LOD models matching the full model by filename, the VWD flag needs to be set for rules to take effect.
If there are no LOD models matching the full model by filename, the VWD flag need to be unset for rule to take effect.

The mesh mask DynDOLOD\lod\azura_snow_lod_3.nif used in the rules of SBoss Azura v2 with enb light 4 sun and moon 4.0 does not match any full model mesh path and thus are pointless. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask

As suggested by the documentation, verifying in the DynDOLOD_SSE_Object_Report.txt (saved after a minute into generation), with the current version of DynDOLOD 3 Alpha 108, object LOD will use the meshes\dyndolod\lod\shrineofazura01_lod_3.nif (basically the full model without the lights) included in the mod for object LOD 4, 8 and 16 and for dynamic LOD in case object LOD can not be used - which is not the case here.

As usual, DynDOLOD will unset the IsFullLOD flag on the persistent reference, since object LOD is generated for it instead.

Since two references are added at the same position, the full model (and its LOD - curiously this is not detected as duplicate and ignored for LOD by DynDOLOD) will be loaded twice in the active cells - this might cause the lights to be double bright.

It takes only a couple minutes to generate object and tree LOD for the vanilla game plus a mod just for Tamriel to test these things.

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13 minutes ago, sheson said:

Since two references are added at the same position, the full model (and its LOD - curiously this is not detected as duplicate and ignored for LOD by DynDOLOD)

Might it be not detected because one is temporary and the other is persistent?

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Thnx for all your help Sheson, got 90% generated as intended! The only one not in the object report is Mara. Should it be flagged as VWD or no? I initially thought so, but now not sure.

 

Also, I got this for Mehrunes and a few others: ZzzRevShrineMehrunes01 [STAT:2B2A623E] Meshes\clutter\mehrunes\shrinemehrunes01.nif [CRC32:EDF67AA5] using textures\man_dagon\dagon_d.dds, textures\man_dagon\dagon_n.dds
    Level0: meshes\lod\clutter\shrinemehrunes01_lod_1.nif using textures\clutter\mehrunesstatue01.dds, textures\clutter\mehrunesstatue01_n.dds, textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds
    Level1: meshes\lod\clutter\shrinemehrunes01_lod_1.nif using textures\clutter\mehrunesstatue01.dds, textures\clutter\mehrunesstatue01_n.dds, textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds
    Dynamic: Meshes\clutter\mehrunes\shrinemehrunes01.nif using textures\man_dagon\dagon_d.dds, textures\man_dagon\dagon_n.dds
    LOD4: Full
    LOD8: Full
    LOD16: Full

 

would it work as dynamic from the start, showing the full model, or would I need to set all LOD levels to none? Unsure if it'll use the full settings always, or occasionally drop to the non-matching LOD meshes, and I suppose that goes for a few of the statues. I would think at each level it would instead have the dynamic mesh and textures if forcing full settings for LOD.

I’ll also have to take a look at Boethiah in game, I didn’t notice It’s quite a bit more than just the statue and seems to include the giant platform it’s on.

Excited though, thanks to your information I have a decent grasp and I am close to having my set up just right.

 

fixed mara by removing vwd

Edited by EazyH
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On 1/5/2023 at 1:25 AM, EazyH said:

Thnx for all your help Sheson, got 90% generated as intended! The only one not in the object report is Mara. Should it be flagged as VWD or no? I initially thought so, but now not sure.

 

Also, I got this for Mehrunes and a few others: ZzzRevShrineMehrunes01 [STAT:2B2A623E] Meshes\clutter\mehrunes\shrinemehrunes01.nif [CRC32:EDF67AA5] using textures\man_dagon\dagon_d.dds, textures\man_dagon\dagon_n.dds
    Level0: meshes\lod\clutter\shrinemehrunes01_lod_1.nif using textures\clutter\mehrunesstatue01.dds, textures\clutter\mehrunesstatue01_n.dds, textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds
    Level1: meshes\lod\clutter\shrinemehrunes01_lod_1.nif using textures\clutter\mehrunesstatue01.dds, textures\clutter\mehrunesstatue01_n.dds, textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds
    Dynamic: Meshes\clutter\mehrunes\shrinemehrunes01.nif using textures\man_dagon\dagon_d.dds, textures\man_dagon\dagon_n.dds
    LOD4: Full
    LOD8: Full
    LOD16: Full

 

would it work as dynamic from the start, showing the full model, or would I need to set all LOD levels to none? Unsure if it'll use the full settings always, or occasionally drop to the non-matching LOD meshes, and I suppose that goes for a few of the statues. I would think at each level it would instead have the dynamic mesh and textures if forcing full settings for LOD.

I’ll also have to take a look at Boethiah in game, I didn’t notice It’s quite a bit more than just the statue and seems to include the giant platform it’s on.

Excited though, thanks to your information I have a decent grasp and I am close to having my set up just right.

 

fixed mara by removing vwd

You did not provide a log, debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum and also not the DynDOLOD_SSE_Object_Report.txt required to answer questions for your load order.

If a base record is not listed in the object report, then no LOD models have been matched and/or no rules setting the full model etc. have been applied.

Dynamic LOD is only used in case object LOD can not be used for technical reasons,  if the rules for LOD Levels are set to none and Grid to an options that enables dynamic LOD or if the Dynamic checkbox is checked to force it in addition to object LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

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4 hours ago, sheson said:

You did not provide a log, debug log as explained on the first post and also not the DynDOLOD_SSE_Object_Report.txt required to answer questions for your load order.

If a base record is not listed in the object report, then no LOD models have been matched and/or no rules setting the full model etc. have been applied.

Dynamic LOD is only used in case object LOD can not be used for technical reasons,  if the rules for LOD Levels are set to none and Grid to an options that enables dynamic LOD or if the Dynamic checkbox is checked to force it in addition to object LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Apologies for the  inconvenience , I simply did want to clutter the thread with unnecessary information since I’ve mostly obtained the results I needed. If it would help to answer my question, I can certainly include the object report log. I was able to get every statue mesh I needed recognized and accounted for in the object report.

 

To clarify my last question, if the object report log shows the dynamic LOD Using the appropriate mesh and textures, while also showing Lvl 0 and Lvl 1 meshes that are vanilla and may use the vanilla textures, if I have my custom rules set as FULL, Full, Full, FarFULL, w/ dynamic LOD set in the gui, will it only use my full dynamic LOD mesh or potentially rotate between them all depending on distance?

Thank you and please let me know if you need a log or additional information to answer the above question. I’ve mostly been able to post questions inbetween breaks at work, so I had been trying not to over complicate things if not necessary since I don’t always have all the information in front of me.

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On 1/5/2023 at 3:58 PM, EazyH said:

Apologies for the  inconvenience , I simply did want to clutter the thread with unnecessary information since I’ve mostly obtained the results I needed. If it would help to answer my question, I can certainly include the object report log. I was able to get every statue mesh I needed recognized and accounted for in the object report.

 

To clarify my last question, if the object report log shows the dynamic LOD Using the appropriate mesh and textures, while also showing Lvl 0 and Lvl 1 meshes that are vanilla and may use the vanilla textures, if I have my custom rules set as FULL, Full, Full, FarFULL, w/ dynamic LOD set in the gui, will it only use my full dynamic LOD mesh or potentially rotate between them all depending on distance?

Thank you and please let me know if you need a log or additional information to answer the above question. I’ve mostly been able to post questions inbetween breaks at work, so I had been trying not to over complicate things if not necessary since I don’t always have all the information in front of me.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log to upload when making posts.

Dynamic LOD is only used in case object LOD can not be used for technical reasons, if the rules for LOD Levels are set to none or if the Dynamic checkbox is checked to force it in addition to object LOD - and Grid is set to an options that enables dynamic LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

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On 1/5/2023 at 4:20 PM, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log to upload when making posts.

Dynamic LOD is only used in case object LOD can not be used for technical reasons, if the rules for LOD Levels are set to none or if the Dynamic checkbox is checked to force it in addition to object LOD - and Grid is set to an options that enables dynamic LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Thank you. With the utmost respect, it sounds like your answer to my question is “yes. If you have set full rules and the object report indicates the mesh and appropriate textures were recognized as dynamic LOD, and you have the dynamic LOD box checked, you will have the appropriate full model dynamic LOD”

 

If I am wrong, please feel free to let me know I am interpreting it wrong. You just didn’t say yes or no to confirm one way or another, so making sure. If I do notice any issues, I will be sure to upload the logs when alluding to them

 

thank you 

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On 1/5/2023 at 7:52 PM, EazyH said:

Thank you. With the utmost respect, it sounds like your answer to my question is “yes. If you have set full rules and the object report indicates the mesh and appropriate textures were recognized as dynamic LOD, and you have the dynamic LOD box checked, you will have the appropriate full model dynamic LOD”

If I am wrong, please feel free to let me know I am interpreting it wrong. You just didn’t say yes or no to confirm one way or another, so making sure. If I do notice any issues, I will be sure to upload the logs when alluding to them

thank you 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log to upload when making posts.

Without concrete information about a particular case and all the settings of a rule there is no yes or no answer. Hence the explanations for the different combinations.

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So I am trying to use the Daedric Shrines - All in One - My Fixes mod by Xtudo to replace the large Shrine of Azura statue with the one from the Daedric Shrines mod. 

Luckily, it works easily! But it vanishes from any sort of distance, so I figure I need to add DynDOLOD rules for it.

However, in the DynDOLOD advanced menu, I cannot for the life of me find the actual model to add full LOD rules. I've looked at every entry and I don't see anything for clutter/shrineofazura01.nif or man_azura/shrineofazura01.nif - it is simply not in the list alongside the other objects I can adjust LOD rules for. Is there a way to add this individual mesh to my DynDOLOD objects? Thank you!

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https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rules
To edit, add or delete rules, right click a row.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
The order of rules matters. Rules at the top match before rules at bottom. Reference Form ID rules always take precedence over Mesh Mask rules which target base records.
The last default rule for '\' defines that any reference using a base record that there is a LOD mesh for will have object LOD, unless the reference is dynamic or animated. Then it will be a dynamic LOD.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.

https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue
In these cases creating a custom mesh mask rule...

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Sorry for asking this but I literally rerun DynDOLOD 3 times and still can't get it done so I've decided to come here for help. I'm trying to get PSBoss New Azura statue
to show up on A clear map of Skyrim. I got statue to show up in game (and I tested it from really far just to make sure it works and yes it does) but not on the map. On the map I'm only getting regular vanilla statue. It's also worth to mention I'm running Exterior Cities and I did set the rules (which were: LOD 4: Full, LOD 8: Full, Lod 16: Full, Lod 32: Level 0, VWD, Grid: FarFull, Reference: Unchanged) on both generations but still can't get the statue to show up on world map.

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8 hours ago, ScratchMonkeBrain said:

Sorry for asking this but I literally rerun DynDOLOD 3 times and still can't get it done so I've decided to come here for help. I'm trying to get PSBoss New Azura statue
to show up on A clear map of Skyrim. I got statue to show up in game (and I tested it from really far just to make sure it works and yes it does) but not on the map. On the map I'm only getting regular vanilla statue. It's also worth to mention I'm running Exterior Cities and I did set the rules (which were: LOD 4: Full, LOD 8: Full, Lod 16: Full, Lod 32: Level 0, VWD, Grid: FarFull, Reference: Unchanged) on both generations but still can't get the statue to show up on world map.

Post logs. https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

See posts above.

The mod includes mesh mask rules for DynDOLOD. You need to change those or remove them or make sure whatever rule you enter is used instead.

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On 4/17/2023 at 3:46 AM, DoubleYou said:

Try setting LOD32 to Full.

Thanks it worked!

On 4/17/2023 at 8:27 AM, sheson said:

Post logs. https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

See posts above.

The mod includes mesh mask rules for DynDOLOD. You need to change those or remove them or make sure whatever rule you enter is used instead.

Turns out setting LOD32 to Full was enough I feel so stupid right now

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