sheson Posted July 14 Author Share Posted July 14 44 minutes ago, Pombio said: Hello Sheson or whoever can help, sorry to disturb with a DynDOLOD Problem... I've been using it on all my last modlist without problem, things were easy ... But not for this modlist. I can generate Lodgen, GrassLod, Texgen, Dyndolod without warning (or few in debug list, cleaned all the problem about large reference plugin), i load the game with all the output enabled aaaand ... I don't have any Load (or few like windows ) no tree / grass / architecture "Dyndolod initialized" appear on notification while starting a new game. Have tried to re-run all theses things 3-4 times without results (lot of hours :() I don't know what to do anymore What it look like in game : https://ufile.io/j3gggzic Lodgen Log https://ufile.io/b7dixmoa TexGen Log https://ufile.io/0gmzrrnp Texgen debug log https://ufile.io/gl3lzbrh Dyndolod Log https://ufile.io/hqbbm0n7 Dyndolod Debug log https://ufile.io/ji96r8i4 I don't know where the problem come from .. Hope you can help me, thanks <3 https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather. If you want to show a problem with LOD, I suggest to not make a full model tree the center of an the screenshot. https://dyndolod.info/FAQ#Entire-LOD-missing Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings. Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Pay attention to the instructions of ACMOS. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 My game keeps using Dyndolod models for giant camp fires instead of fully rendered ones and hence it sometimes comes without the fires burning out of it.. https://easyupload.io/xjwta5 My logs, sorry had to pack them in a rar because both logs are 200mb each and my internet is too slow >:( Link to comment Share on other sites More sharing options...
Pombio Posted July 14 Share Posted July 14 Thanks a lot, you resolve my issue instantly ... <3 ACMOS was the culprit. Link to comment Share on other sites More sharing options...
sheson Posted July 14 Author Share Posted July 14 1 hour ago, mostwanted11 said: My game keeps using Dyndolod models for giant camp fires instead of fully rendered ones and hence it sometimes comes without the fires burning out of it.. https://easyupload.io/xjwta5 My logs, sorry had to pack them in a rar because both logs are 200mb each and my internet is too slow >:( The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example). A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model. mesh mask: giantcampfire01 LOD4/8/16/32: None Grid:FarFull Reference: Replace See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 46 minutes ago, sheson said: The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example). A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model. mesh mask: giantcampfire01 LOD4/8/16/32: None Grid:FarFull Reference: Replace See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further. the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire Link to comment Share on other sites More sharing options...
sheson Posted July 14 Author Share Posted July 14 35 minutes ago, mostwanted11 said: the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire Report which mod the full model is from. Report which plugin overwrites 00084DB3 and which plugins the base record is from and which plugin is the last to overwrite it. Report which plugin overwrites 000680FF and which plugins the base record is from and which plugin is the last to overwrite it. Report which mod the mesh rule is from or if it was added manually. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 full model is from embers XD 00084DB3 is being overwritten by Dyndolod.esm (pic 1) 000680FF is being overwritten by dyndolod.esp (pic 2) mesh rule is pic 3 Link to comment Share on other sites More sharing options...
sheson Posted July 14 Author Share Posted July 14 4 minutes ago, mostwanted11 said: full model is from embers XD 00084DB3 is being overwritten by Dyndolod.esm (pic 1) 000680FF is being overwritten by dyndolod.esp (pic 2) mesh rule is pic 3 https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too. Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view. Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 (edited) 10 minutes ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too. Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view. Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those. I can't find 22014813 through xedit BTW parallax txst is from parallax blending fixes mod Edited July 14 by mostwanted11 Link to comment Share on other sites More sharing options...
sheson Posted July 14 Author Share Posted July 14 8 minutes ago, mostwanted11 said: I can't find 22014813 through xedit BTW parallax txst is from parallax blending fixes mod 22014813 is the base record reported in the first screenshot. Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 2 minutes ago, sheson said: 22014813 is the base record reported in the first screenshot. Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt i'm using 3.0.3 yeah Link to comment Share on other sites More sharing options...
sheson Posted July 14 Author Share Posted July 14 Just now, mostwanted11 said: i'm using 3.0.3 yeah Did you maybe change the full model with NifSkope or CAO? If so upload it. Otherwise doublecheck the source it came from. Provide xEdit screenshot(s) of base record 22014813 that is used by the reference in the first screenshot. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 14 Share Posted July 14 (edited) apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled) The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6 The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4 Edited July 14 by mostwanted11 Link to comment Share on other sites More sharing options...
sheson Posted July 15 Author Share Posted July 15 8 hours ago, mostwanted11 said: apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled) The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6 The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4 Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced. If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles You can change the setting also in the game with setini "iMaxDesires:Particles" x For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either. Link to comment Share on other sites More sharing options...
mostwanted11 Posted July 15 Share Posted July 15 7 hours ago, sheson said: Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced. If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles You can change the setting also in the game with setini "iMaxDesires:Particles" x For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either. Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time Link to comment Share on other sites More sharing options...
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