sheson Posted November 18, 2022 Author Share Posted November 18, 2022 17 minutes ago, adelinadragonborn said: Yes, it does Now I'm confused. Can't remember this issue before DynDOLOD. Any suggestions? On console check tree LOD distance value before/after with getini "fTreeLoadDistance:TerrainManager" If it changes you have a script or DLL changing it (typically FPS stabilizer). If not there might be a occlusion plane/box added by a plugin hiding it (typically eFPS - Exterior FPS boost but I do not see its plugin in the log either). Link to comment Share on other sites More sharing options...
adelinadragonborn Posted November 18, 2022 Share Posted November 18, 2022 11 minutes ago, sheson said: On console check tree LOD distance value before/after with getini "fTreeLoadDistance:TerrainManager" If it changes you have a script or DLL changing it (typically FPS stabilizer). If not there might be a occlusion plane/box added by a plugin hiding it (typically eFPS - Exterior FPS boost but I do not see its plugin in the log either). Thanks for your help! fTreeLoadDistance doesn't change a bit, and I can't see any signs for occlusion planes (I checked this cell in xEdit and couldn't find any added objects in there). You're right, I don't have eFPS, so I have no clue what's going on. Good news is my old profile is working good and doesn't have such issues. Load order differ a lot though, but I guess eventually I will find out the root cause for this issue. Thanks a lot! Link to comment Share on other sites More sharing options...
Tubb Posted November 18, 2022 Share Posted November 18, 2022 Getting a crash with with an Item Not Found error, posting it here per the exceptions page. Logs and bugreport file attached Error: Item not found while processing Skyrim.esm WHstables [STAT:000E2BCC] bugreport.txt Logs.7z Link to comment Share on other sites More sharing options...
sheson Posted November 18, 2022 Author Share Posted November 18, 2022 1 hour ago, Tubb said: Getting a crash with with an Item Not Found error, posting it here per the exceptions page. Logs and bugreport file attached Error: Item not found while processing Skyrim.esm WHstables [STAT:000E2BCC] bugreport.txt 242.75 kB · 1 download Logs.7z 1.97 MB · 0 downloads Is this error repeatable if you try again? Link to comment Share on other sites More sharing options...
Tubb Posted November 19, 2022 Share Posted November 19, 2022 7 hours ago, sheson said: Is this error repeatable if you try again? Honestly, never would have thought to literally just try again but that worked, went through completely the next time. Thanks again Link to comment Share on other sites More sharing options...
sheson Posted November 19, 2022 Author Share Posted November 19, 2022 1 hour ago, Tubb said: Honestly, never would have thought to literally just try again but that worked, went through completely the next time. Thanks again it means this is a rare race condition I'll have to fix. Thanks for reporting. Link to comment Share on other sites More sharing options...
adelinadragonborn Posted November 19, 2022 Share Posted November 19, 2022 15 hours ago, sheson said: On console check tree LOD distance value before/after with getini "fTreeLoadDistance:TerrainManager" If it changes you have a script or DLL changing it (typically FPS stabilizer). If not there might be a occlusion plane/box added by a plugin hiding it (typically eFPS - Exterior FPS boost but I do not see its plugin in the log either). I have spent a whole day to figure out what's wrong with my modlist. It turns out fTreeLoadDistance was just too low for my current profile. Simple as that. I feel dumb now. Link to comment Share on other sites More sharing options...
NBBEAST Posted November 19, 2022 Share Posted November 19, 2022 (edited) Hello! So, I'm feeling a bit kerfuffled. Whenever I try to generate texgen, I'm faced with the message: [Window Title] TexGen [Main Instruction] Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds. [Content] Here's the log. Thank you! And I do have Beyond Skyrim installed. I properly installed everything. Have all the required files, etc. Pastebin.com - #1 paste tool since 2002! (Well, it seems the file was too large). That's the log on pastebin. So I messed around a bit more. My dyndolod is all updated... I noticed my dyndolod dll is using 1.597. I'm on 1.5.97 still with the use of the downgrade patcher, so that's fine. TexGen_SSE_log.txt Mkay, dyndolod isn't compatible with dyndolod 3.0 and this issue was observed on the bruma mod page (bugs section). So, I disabled Beyond skyrim Bruma, wares of tamriel, and all patches reliant on these two mods. However, I still receive the same exact message. Here's the log. https://paste.ee/p/VB2YD Is it because I'm using a grass precache that has Beyond Skyrim Bruma on it, and also generating grass lod? Edited November 20, 2022 by NBBEAST Link to comment Share on other sites More sharing options...
z929669 Posted November 20, 2022 Share Posted November 20, 2022 12 hours ago, adelinadragonborn said: I have spent a whole day to figure out what's wrong with my modlist. It turns out fTreeLoadDistance was just too low for my current profile. Simple as that. I feel dumb now. Well that can't have been your issue. You are using object LOD for your trees if using DynDOLOD, and this setting can actually be zero. That setting is for vanilla tree rendering. If you regenerated your TexGen/DynDOLOD outputs, that may have just fixed things. Link to comment Share on other sites More sharing options...
sheson Posted November 20, 2022 Author Share Posted November 20, 2022 6 hours ago, NBBEAST said: Hello! So, I'm feeling a bit kerfuffled. Whenever I try to generate texgen, I'm faced with the message: [Window Title] TexGen [Main Instruction] Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds. [Content] Here's the log. Thank you! And I do have Beyond Skyrim installed. I properly installed everything. Have all the required files, etc. Pastebin.com - #1 paste tool since 2002! (Well, it seems the file was too large). That's the log on pastebin. So I messed around a bit more. My dyndolod is all updated... I noticed my dyndolod dll is using 1.597. I'm on 1.5.97 still with the use of the downgrade patcher, so that's fine. TexGen_SSE_log.txt 1.67 MB · 2 downloads Mkay, dyndolod isn't compatible with dyndolod 3.0 and this issue was observed on the bruma mod page (bugs section). So, I disabled Beyond skyrim Bruma, wares of tamriel, and all patches reliant on these two mods. However, I still receive the same exact message. Here's the log. https://paste.ee/p/VB2YD Is it because I'm using a grass precache that has Beyond Skyrim Bruma on it, and also generating grass lod? Moved to the DynDOLOD 3 Alpha thread. The error message says that a texture is missing. This has nothing to do with the game version, the DynDOLOD DLL version or the grass cache. As explained on the first post, use search to find posts about the same/similar errors: See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=250544 "cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order." Install the latest version of Beyond Reach. Link to comment Share on other sites More sharing options...
MisterMorden Posted November 21, 2022 Share Posted November 21, 2022 (edited) The giant campfire lod switch is a little jarring for me as I use Embers XD mod and the lod model and full model look quite a bit different. I tried using the mesh rule level4 - None, level8 - None, level16 - None, level32 - None, Far Full and I get the full model giant campfire logs and glow however there is no flame effect until the cell attaches. This still transitions a little better to my eyes, but I was wondering if there is a way to get the flames to show as well or is that strictly limited to the giant campfire lod included with Dyndolod resources? Edited November 21, 2022 by MisterMorden spelling Link to comment Share on other sites More sharing options...
sheson Posted November 21, 2022 Author Share Posted November 21, 2022 1 hour ago, MisterMorden said: The giant campfire lod switch is a little jarring for me as I use Embers XD mod and the lod model and full model look quite a bit different. I tried using the mesh rule level4 - None, level8 - None, level16 - None, level32 - None, Far Full and I get the full model giant campfire logs and glow however there is no flame effect until the cell attaches. This still transitions a little better to my eyes, but I was wondering if there is a way to get the flames to show as well or is that strictly limited to the giant campfire lod included with Dyndolod resources? Do not set static LOD for animated models. Instead use the Full Model for dynamic LOD, e.g. Grid: FarFull. Consider setting Reference: Replace so that there is no switch. Link to comment Share on other sites More sharing options...
MisterMorden Posted November 21, 2022 Share Posted November 21, 2022 (edited) 39 minutes ago, sheson said: Do not set static LOD for animated models. Instead use the Full Model for dynamic LOD, e.g. Grid: FarFull. Consider setting Reference: Replace so that there is no switch. I thought that's what I was doing by putting none, none, none, none, Far Full? Am I supposed to be putting that + Force Dynamic checkbox? I was only using Unchanged for the reference, so I can change that to Replace. Thanks for your help with this. Edit- Oh I should be using full, full, full, full, Far Full? Edited November 21, 2022 by MisterMorden Link to comment Share on other sites More sharing options...
AndreySG Posted November 21, 2022 Share Posted November 21, 2022 (edited) When i install Terrain Lod Redone and run DynDOLOD to generate lods i have error: Quote [Window Title] DynDOLOD [Main Instruction] Broken Tamriel terrain LOD meshes detected. [Content] Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues. Permanently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes. Ignoring this problem means there will be broken and missing terrain LOD in certain areas. Object LOD and Occlusion can not be generated correctly unless there are proper terrain LOD meshes installed. Click on this link for additional explanations and help for this message [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard When i disable in Votrex this mod and run DynDOLOD he works fine. I can try using xLODgen instead Terrain Lod Redone. I didn't have this problem before, so I wonder why it appeared... Edited November 21, 2022 by AndreySG Link to comment Share on other sites More sharing options...
sheson Posted November 21, 2022 Author Share Posted November 21, 2022 14 hours ago, MisterMorden said: I thought that's what I was doing by putting none, none, none, none, Far Full? Am I supposed to be putting that + Force Dynamic checkbox? I was only using Unchanged for the reference, so I can change that to Replace. Thanks for your help with this. Edit- Oh I should be using full, full, full, full, Far Full? The 4 LOD levels for static object LOD need to be set to None. Doublecheck the LOD fire in the distance is dynamic LOD, it should show in More Informative Console as a reference and base record added by the DynDOLOD plugins and also show that the full model is being used. If there are no flames in that case, it could be because of some fade INI setting or in the NIF or because the base record in the DynDOLOD plugin is missing something. Compare to the original base record. 1 Link to comment Share on other sites More sharing options...
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