Jump to content
  • 0

Question

Posted

Hi, I am experiencing an issue with floating LOD models high above northern Whiterun, near Volunruud. They can be seen from all over the map. 

The problem for me is that they are just LODs without static models, so using tcl and running up to them causes them to disappear, and they also can't be selected with the console in free cam. Because of this, I'm not sure how to see what mod it is from.

My question is, how do I find out what mod is placing them there? And once I do, is there a way to remove them from my game without rerunning DynDOLOD

 

12 answers to this question

Recommended Posts

  • 0
Posted

FAQ: Game: Out of place objects / floating objects / flickering full models 

A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. 

A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.

To update object  LOD, it needs to be generated.

  • 0
Posted

@shesonAs I said, I am unable to click on the object, because it isn't an object at all, it's just an LOD. Moving up to it with the player causes it to dissapear, and when I use the freecam to move to it, it's still unable to be clicked on in the console. 

You are referring to the DynDOLOD_SSE_log in the DynDOLOD folder, yes? There are no mentions of wild edits or deleted references in it.

  • 0
Posted
29 minutes ago, kcbaxton said:

@shesonAs I said, I am unable to click on the object, because it isn't an object at all, it's just an LOD. Moving up to it with the player causes it to dissapear, and when I use the freecam to move to it, it's still unable to be clicked on in the console. 

You are referring to the DynDOLOD_SSE_log in the DynDOLOD folder, yes? There are no mentions of wild edits or deleted references in it.

Then generate LOD for the current load order.

  • 0
Posted (edited)
Quote

Then generate LOD for the current load order.

I regenerated Texgen, DynDOLOD, and Occlusion from scratch, and unfortunately the object LOD still persists. 

SkyrimSE 2022-07-18 19-43-17.png

Edited by kcbaxton
  • 0
Posted
31 minutes ago, kcbaxton said:

I regenerated Texgen, DynDOLOD, and Occlusion from scratch, and unfortunately the object LOD still persists. 

SkyrimSE 2022-07-18 19-43-17.png

Then you possibly still have DynDOLOD output from a previous run in your mod list. You must run TexGen and DynDOLOD on your mod list cleaned of all plugins and mods (and outputs) used in previous runs. There could also be a 'bad' edit in one of your plugins.

You will need to supply logs as described at the top of this forum and several other places if you want explicit and accurate instructions. Otherwise, be deliberative and check your mod list carefully.

  • 0
Posted
1 hour ago, z929669 said:

Then you possibly still have DynDOLOD output from a previous run in your mod list. You must run TexGen and DynDOLOD on your mod list cleaned of all plugins and mods (and outputs) used in previous runs. There could also be a 'bad' edit in one of your plugins.

You will need to supply logs as described at the top of this forum and several other places if you want explicit and accurate instructions. Otherwise, be deliberative and check your mod list carefully.

I'm certain it's a bad edit, I've used DynDOLOD many times and I am very familar with process. This was a completely fresh run definitely without any old output data, so something in my list is adding it there. The question I was asking is how to find what mod that is without having to spend a month removing a mod, rerunning DynDOLOD, ect.

  • 0
Posted
49 minutes ago, z929669 said:

Then you possibly still have DynDOLOD output from a previous run in your mod list. You must run TexGen and DynDOLOD on your mod list cleaned of all plugins and mods (and outputs) used in previous runs. There could also be a 'bad' edit in one of your plugins.

You will need to supply logs as described at the top of this forum and several other places if you want explicit and accurate instructions. Otherwise, be deliberative and check your mod list carefully.

I'm no stranger to the process of DynDOLOD, I'm sure there isn't any old output data in my game. It must be a bad edit from a mod, because it's there everytime, and it's only LOD so I can't click on it in the console. The question I was asking is how to figure out what mod is adding that without spending months removing a mod, rerunning DynDOLOD, ect. over and over. 

 

Log:

https://zerobin.net/?529d0dd026026335#pju5WTsrljhCuDfk5yTuyDbQtfSiGZB3N99qarjSWc0=

 

  • 0
Posted
1 hour ago, kcbaxton said:

I'm no stranger to the process of DynDOLOD, I'm sure there isn't any old output data in my game. It must be a bad edit from a mod, because it's there everytime, and it's only LOD so I can't click on it in the console. The question I was asking is how to figure out what mod is adding that without spending months removing a mod, rerunning DynDOLOD, ect. over and over. 

 

Log:

https://zerobin.net/?529d0dd026026335#pju5WTsrljhCuDfk5yTuyDbQtfSiGZB3N99qarjSWc0=

 

Posting this as a spoiler when it is too large makes no sense.

Try searching your log for 'error' to find that you have exceeded the plugin limit for one:

[00:00:00.306]    Exception in unit prepare line 60: Too many full modules
[00:00:00.306]    
[00:00:00.306]    Remove or merge plugins so there is room for the DynDOLOD plugins to be added to the load order.
[00:00:00.306]    
[00:00:00.306]    If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/
[00:00:00.310]    Error: Too many full modules

... I will venture to guess that the issue is with one of the many additional worldspaces you are using?

Also, please actually read the forum posting rules. Your log contains at least three separate run outputs, which is one reason why it's large. I assume this is not your debug log, or it would be much larger. The forum rules also recommend better options for uploading huge logs into actual files that can be downloaded and searched.

  • 0
Posted (edited)

Sorry, double posted. That error was from an old run a few weeks ago, I forgot to esl some patches I made. 

I haven't added any new worldspaces since the issue first appeared. Here's the log from only the last run. 

https://zerobin.net/?763e1f51f4909409#JWlDflzWr2VbCnEd+eXQ+soa6B2U2a7T8ZkEDy6Bxco=

The only error is from BSHeartland, which I've been using since I created this modlist.

Edited by kcbaxton
  • 0
Posted
2 hours ago, kcbaxton said:

Sorry, double posted. That error was from an old run a few weeks ago, I forgot to esl some patches I made. 

I haven't added any new worldspaces since the issue first appeared. Here's the log from only the last run. 

https://zerobin.net/?763e1f51f4909409#JWlDflzWr2VbCnEd+eXQ+soa6B2U2a7T8ZkEDy6Bxco=

The only error is from BSHeartland, which I've been using since I created this modlist.

Sheson will want to see the logs as described in the OP. Debug log for one. Upload to a file service is simpler for those looking. See links in forum rules and OP

  • 0
Posted
39 minutes ago, z929669 said:

Sheson will want to see the logs as described in the OP. Debug log for one. Upload to a file service is simpler for those looking. See links in forum rules and OP

So I have the DynDOLOD log and bug report log, anything else I should upload? 

Thank you for helping, by the way.

DynDOLOD Log:

https://ufile.io/ss8eqnvd

Bug Log:

https://ufile.io/ljugat59

  • 0
Posted
5 hours ago, kcbaxton said:

So I have the DynDOLOD log and bug report log, anything else I should upload? 

Thank you for helping, by the way.

DynDOLOD Log:

https://ufile.io/ss8eqnvd

Bug Log:

https://ufile.io/ljugat59

Test with DynDOLOD 3 Alpha.

Check its log/summary for wild edits/deleted references. If that doesn't reveal anything upload the log and debug log as explained at https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/

Generating simple object LOD (no ultra tree LOD, no grass LOD etc.) for Tamriel just for testing should not take that long.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.