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Overly Bright LOD Waterfalls At Night in Any Weather


Question

Posted (edited)

Hello.
 

For additional context, please have a look at :
 

 

Relevant mods used in Load Order :

Water Effects Brightness and Reflection Fix - https://www.nexusmods.com/skyrimspecialedition/mods/63862
Natural Waterfalls - https://www.nexusmods.com/skyrimspecialedition/mods/87261
Water for ENB - https://www.nexusmods.com/skyrimspecialedition/mods/37061

As per this article ( https://dyndolod.info/Mods/Waterfalls ), in MO2, I have insured that all LOD files that come with these mods have either been :
    a) Not selected during installation
    b) Deleted or set to hidden in MO2


I've checked in the [Data] tab of MO2 and when looking for "fxwaterfall", all the relevant meshes/textures with "LOD" or "passthrough". All filenames found while searching are files from Dyndolod Resources SE. No other waterfall related meshes/textures that have to do with LOD could be found.
I checked this for just "waterfall" as well.

 

 

Problem : At night (around 9PM - 3AM), the meshes/texture for the distant LOD of Waterfalls and some River streams becomes overly bright and looks clearly broken.

Visualization of the issue :

92eWTsd.png

 

This occurs in other weathers as well.
eD7jSPH.png

 

Visualization during daytime (10AM) - All looks good.

DzDxBIr.png
 

 

However, when reaching close enough to the waterfalls, the offending, over-bright waterfall mesh/texture disappears.
Vi0RWx3.png

 

Seen during the day, it continues to look fine. The issue only occurs at night.

c6gpZsc.png

In other weathers, during the day, it looks fine.

p7Khzmb.png

And at night, up-close, it's fine.

SNnSv8s.png

 

 

The issue only happens at a distance, so it has led me to believe something leads TexGen/DynDOLOD to create this weird waterfall LOD.

When I TFC and go up-close, I can see the weird waterfall better.


Ta5RmWt.png

It appears to be fitting the mesh of "Natural Waterfalls" accurately, but I could not find and LOD-related meshes/textures in Natural Waterfalls.
This also occurs without Natural Waterfalls (with only Water for ENB enabled, the white meshes are present but in a different shape).

Edited by zohryu

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  • 0
Posted
2 hours ago, zohryu said:

Hello.
 

For additional context, please have a look at :
 

 

Relevant mods used in Load Order :

Water Effects Brightness and Reflection Fix - https://www.nexusmods.com/skyrimspecialedition/mods/63862
Natural Waterfalls - https://www.nexusmods.com/skyrimspecialedition/mods/87261
Water for ENB - https://www.nexusmods.com/skyrimspecialedition/mods/37061

As per this article ( https://dyndolod.info/Mods/Waterfalls ), in MO2, I have insured that all LOD files that come with these mods have either been :
    a) Not selected during installation
    b) Deleted or set to hidden in MO2


I've checked in the [Data] tab of MO2 and when looking for "fxwaterfall", all the relevant meshes/textures with "LOD" or "passthrough". All filenames found while searching are files from Dyndolod Resources SE. No other waterfall related meshes/textures that have to do with LOD could be found.
I checked this for just "waterfall" as well.

 

 

Problem : At night (around 9PM - 3AM), the meshes/texture for the distant LOD of Waterfalls and some River streams becomes overly bright and looks clearly broken.

Visualization of the issue :

92eWTsd.png

 

This occurs in other weathers as well.
eD7jSPH.png

 

Visualization during daytime (10AM) - All looks good.

DzDxBIr.png
 

 

However, when reaching close enough to the waterfalls, the offending, over-bright waterfall mesh/texture disappears.
Vi0RWx3.png

 

Seen during the day, it continues to look fine. The issue only occurs at night.

c6gpZsc.png

In other weathers, during the day, it looks fine.

p7Khzmb.png

And at night, up-close, it's fine.

SNnSv8s.png

 

 

The issue only happens at a distance, so it has led me to believe something leads TexGen/DynDOLOD to create this weird waterfall LOD.

When I TFC and go up-close, I can see the weird waterfall better.


Ta5RmWt.png

It appears to be fitting the mesh of "Natural Waterfalls" accurately, but I could not find and LOD-related meshes/textures in Natural Waterfalls.
This also occurs without Natural Waterfalls (with only Water for ENB enabled, the white meshes are present but in a different shape).

The DynDOLOD_SSE_log.txt you upload seems to be a truncated debug log as it contains debug messages. Upload the entire last full generation that is in the DynDOLOD_SSE_log.txt.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full models with more informative console.

Also upload C:\QWEST\tools\DYNDOLOD 3.0.1\Logs\DynDOLOD_SSE_Object_Report.txt

  • 0
Posted (edited)

Sorry, I misread and thought I was supposed to include a truncated log.

I still see a huge number of [Debug] messages in the DynDOLOD_SSE_log.txt, but it's the only one I have from my last DynDOLOD run.

I've included the full DynDOLOD_SSE_log.txt below.
https://www.dropbox.com/scl/fi/1y4h8n1repdy3g47goqo9/DynDOLOD_SSE_log.txt?rlkey=lsh5wrd4xwsfum329a4tu5oow&dl=0

 


Here, as well, is DynDOLOD_SSE_Object_Report.txt

https://www.dropbox.com/scl/fi/8lijgppt896u0jsras4mw/DynDOLOD_SSE_Object_Report.txt?rlkey=lnwvuccrhaqygwhxiz0zksuqb&dl=0

 

I've selected the non-LOD waterfalls in the console, and have displayed it below.

iIIJ8nR.png

E7pCbO4.png

nxAszMn.png

izqrSnQ.png

 

 

I am unable to select the over-bright waterfall LOD in console (the one I see while TFCing).

I apologize if I am unable to reply further as I may have to go to bed shortly.

 

Edited by zohryu
  • 0
Posted
8 hours ago, zohryu said:

Sorry, I misread and thought I was supposed to include a truncated log.

I still see a huge number of [Debug] messages in the DynDOLOD_SSE_log.txt, but it's the only one I have from my last DynDOLOD run.

I've included the full DynDOLOD_SSE_log.txt below.
https://www.dropbox.com/scl/fi/1y4h8n1repdy3g47goqo9/DynDOLOD_SSE_log.txt?rlkey=lsh5wrd4xwsfum329a4tu5oow&dl=0

 


Here, as well, is DynDOLOD_SSE_Object_Report.txt

https://www.dropbox.com/scl/fi/8lijgppt896u0jsras4mw/DynDOLOD_SSE_Object_Report.txt?rlkey=lnwvuccrhaqygwhxiz0zksuqb&dl=0

 

I've selected the non-LOD waterfalls in the console, and have displayed it below.

iIIJ8nR.png

E7pCbO4.png

nxAszMn.png

izqrSnQ.png

 

 

I am unable to select the over-bright waterfall LOD in console (the one I see while TFCing).

I apologize if I am unable to reply further as I may have to go to bed shortly.

 

It seems you changed to Debug=1 in the DynDOLOD_SSE.ini. I suggest to leave the setting alone and instead simply check the debug log if you need to.

All screenshots show the same base record and full model. Is it really limited to this one only, are all other variations fine?

When using the Advanced/Expert mode, make sure to click Low, Medium or High to load the mesh mask / reference rules for NaturalWaterfalls.esp, so that there are not static LOD waterfalls in the first LOD level 4.

Which ENB are you using?
Let me know the mod(s) install options for these textures (or maybe upload them so I have the right ones for sure):
..\textures\effects\fxwhitewater01.dds
..\textures\effects\gradients\GradWhiteWaterSoft.dds
..\textures\effects\gradients\gradwhitewatersoftfalls02.dds

  • 0
Posted
40 minutes ago, sheson said:

It seems you changed to Debug=1 in the DynDOLOD_SSE.ini. I suggest to leave the setting alone and instead simply check the debug log if you need to.

All screenshots show the same base record and full model. Is it really limited to this one only, are all other variations fine?

When using the Advanced/Expert mode, make sure to click Low, Medium or High to load the mesh mask / reference rules for NaturalWaterfalls.esp, so that there are not static LOD waterfalls in the first LOD level 4.

Which ENB are you using?
Let me know the mod(s) install options for these textures (or maybe upload them so I have the right ones for sure):
..\textures\effects\fxwhitewater01.dds
..\textures\effects\gradients\GradWhiteWaterSoft.dds
..\textures\effects\gradients\gradwhitewatersoftfalls02.dds

Understood, I will revert back to Debug=0.


As far as I can remember, I've always made sure to select High in DynDOLOD pre-generation Advanced/Expert config menu.
I will 100% be sure I have selected "High" on next run.


I am using Cabbage ENB with NATIII.



After further testing, I've realized that there are additional base records that are not displaying LOD correctly.

"FXWaterfallBodySlope_static_NW"

"FXWaterfallBodyTall_static_NW"

I've selected them in Console, and will display the images below.

I believe all Waterfall variations are affected.

T8kn88C.png

jDKFUAH.png

e1XfUd8.png

o6p75Xk.png

 

59 minutes ago, sheson said:

Let me know the mod(s) install options for these textures (or maybe upload them so I have the right ones for sure):

https://www.dropbox.com/scl/fi/rm1mwxi6otf1436bqjfuq/Fxwhitewater01.dds?rlkey=ht6ll19hrejxupasl3v4oohy9&dl=0

https://www.dropbox.com/scl/fi/tvj16t3ayc13yrw392i3w/gradwhitewatersoft.dds?rlkey=lhtnjmrzohhfa1v9au02imd6a&dl=0

https://www.dropbox.com/scl/fi/qf0uxwlmiqzwrybugpke8/gradwhitewatersoftfalls02.dds?rlkey=7x94qzmgcia09jywnfdpf7c8y&dl=0

 

I've added the requested files above.

The files above were taken from the mod winning all overwrite conflicts in the Data tab, Natural Waterfalls.

  • 0
Posted
14 hours ago, zohryu said:

Understood, I will revert back to Debug=0.


As far as I can remember, I've always made sure to select High in DynDOLOD pre-generation Advanced/Expert config menu.
I will 100% be sure I have selected "High" on next run.


I am using Cabbage ENB with NATIII.



After further testing, I've realized that there are additional base records that are not displaying LOD correctly.

"FXWaterfallBodySlope_static_NW"

"FXWaterfallBodyTall_static_NW"

I've selected them in Console, and will display the images below.

I believe all Waterfall variations are affected.

T8kn88C.png

jDKFUAH.png

e1XfUd8.png

o6p75Xk.png

 

https://www.dropbox.com/scl/fi/rm1mwxi6otf1436bqjfuq/Fxwhitewater01.dds?rlkey=ht6ll19hrejxupasl3v4oohy9&dl=0

https://www.dropbox.com/scl/fi/tvj16t3ayc13yrw392i3w/gradwhitewatersoft.dds?rlkey=lhtnjmrzohhfa1v9au02imd6a&dl=0

https://www.dropbox.com/scl/fi/qf0uxwlmiqzwrybugpke8/gradwhitewatersoftfalls02.dds?rlkey=7x94qzmgcia09jywnfdpf7c8y&dl=0

 

I've added the requested files above.

The files above were taken from the mod winning all overwrite conflicts in the Data tab, Natural Waterfalls.

Please upload ..\Meshes\Terrain\Tamriel\Objects\Tamriel.8.24.-16.bto from the DynDOLOD output.

  • 0
Posted
2 hours ago, zohryu said:

Can you please do a test generation (you could also use a profile just with the relevant mods)  just for Tamriel and with one set of the default rules (low, medium or high rules does not matter), without adding or changing any of the rules.

I expect the problem to persist, though. Then upload the new log (delete the old one first). Also upload new debug log, object_report (these will be overwritten) and the bto.

  • 0
Posted
9 hours ago, sheson said:

Can you please do a test generation (you could also use a profile just with the relevant mods)  just for Tamriel and with one set of the default rules (low, medium or high rules does not matter), without adding or changing any of the rules.

I expect the problem to persist, though. Then upload the new log (delete the old one first). Also upload new debug log, object_report (these will be overwritten) and the bto.

Understood, I will go perform a default TexGen/DynDOLOD generation in a seperate profile, with nothing but the necessary DynDOLOD requirements, Water for ENB and Natural Waterfalls. I'll perform that now, and will report back in a bit.

  • 0
Posted
11 hours ago, sheson said:

Can you please do a test generation (you could also use a profile just with the relevant mods)  just for Tamriel and with one set of the default rules (low, medium or high rules does not matter), without adding or changing any of the rules.

I expect the problem to persist, though. Then upload the new log (delete the old one first). Also upload new debug log, object_report (these will be overwritten) and the bto.

Here are all the new files, newly generated.

 

Tamriel.8.24.-16.bto

https://www.dropbox.com/scl/fi/x4gf4v2etcnfqt2nju3k4/Tamriel.8.24.-16.bto?rlkey=z4vre4y3z702imd85chpvusfd&dl=0

 

DynDOLOD_SSE_Log

https://www.dropbox.com/scl/fi/iccfug44sdwo3f181mf6f/DynDOLOD_SSE_log.txt?rlkey=i2sl0bdlpij7xivmty5fk6d2q&dl=0

 

DynDOLOD_SSE_Debug_log

https://www.dropbox.com/scl/fi/ymlsgvi9e8v1est9pnhub/DynDOLOD_SSE_Debug_log.txt?rlkey=4wwknyfcqccygm1252exh3yvq&dl=0

 

DynDOLOD_SSE_Object_Report

https://www.dropbox.com/scl/fi/yfuwwwll2bsq7qvyj4bbp/DynDOLOD_SSE_Object_Report.txt?rlkey=yb760h4nrrflvbf6d53zzsygs&dl=0

  • 0
Posted

Well, even after several other DynDOLOD generation outputs, and various small tests, I cannot get rid of the overly-bright waterfall LODs, no matter what I try.

  • 0
Posted

When you installed DynDOLOD Standalone 3 Alpha 156, did you unpack it over an existing installation?

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Do that and generate LOD for the test profile from scratch. Check if there is anything different in regards to the waterfalls.
Upload new debug log, object_report and the bto if the problem persists.

  • 0
Posted
20 hours ago, sheson said:

When you installed DynDOLOD Standalone 3 Alpha 156, did you unpack it over an existing installation?

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Do that and generate LOD for the test profile from scratch. Check if there is anything different in regards to the waterfalls.
Upload new debug log, object_report and the bto if the problem persists.

I previously always insure that my DynDOLOD folder is cleaned and empty before updating to newer versions, but for safety, I installed all the LODGen processes executables and files into brand new folders in my C:\ drive (In a folder called "Dyndolod"). So, for this step of the process, it was done again to be sure.

I regenerated LOD from scratch for all processes, and the issue continues to occur, although, with this many mods turned off in my test profile, the results are a bit different, but the Distant LOD Waterfalls are still overly bright.

 

NzwnFy3.jpg

 

Here are the newly generated files.

 

DynDOLOD_SSE_Debug_log
https://www.dropbox.com/scl/fi/xeaznsgegk0e8avd0cdfu/DynDOLOD_SSE_Debug_log.txt?rlkey=jcnxrzghsvdyxxm71kxkt51xz&dl=0

 

DynDOLOD_SSE_log

https://www.dropbox.com/scl/fi/dx60n6uoh3ghwigu4evkb/DynDOLOD_SSE_log.txt?rlkey=s383mj9w2kmd1bg4skci6c2l2&dl=0

 

DynDOLOD_SSE_Object_Report

https://www.dropbox.com/scl/fi/xydjh810rb8aekx9frrpw/DynDOLOD_SSE_Object_Report.txt?rlkey=1i506ixcbpitwbp84bs2e2ttt&dl=0

 

Tamriel.8.24.-16

https://www.dropbox.com/scl/fi/0r7oukfdyujtgs5i83zny/Tamriel.8.24.-16.btr?rlkey=nu6nzm8orzetw3y3g95520w1b&dl=0

  • 0
Posted
1 hour ago, zohryu said:

I previously always insure that my DynDOLOD folder is cleaned and empty before updating to newer versions, but for safety, I installed all the LODGen processes executables and files into brand new folders in my C:\ drive (In a folder called "Dyndolod"). So, for this step of the process, it was done again to be sure.

I regenerated LOD from scratch for all processes, and the issue continues to occur, although, with this many mods turned off in my test profile, the results are a bit different, but the Distant LOD Waterfalls are still overly bright.

 

NzwnFy3.jpg

 

Here are the newly generated files.

 

DynDOLOD_SSE_Debug_log
https://www.dropbox.com/scl/fi/xeaznsgegk0e8avd0cdfu/DynDOLOD_SSE_Debug_log.txt?rlkey=jcnxrzghsvdyxxm71kxkt51xz&dl=0

 

DynDOLOD_SSE_log

https://www.dropbox.com/scl/fi/dx60n6uoh3ghwigu4evkb/DynDOLOD_SSE_log.txt?rlkey=s383mj9w2kmd1bg4skci6c2l2&dl=0

 

DynDOLOD_SSE_Object_Report

https://www.dropbox.com/scl/fi/xydjh810rb8aekx9frrpw/DynDOLOD_SSE_Object_Report.txt?rlkey=1i506ixcbpitwbp84bs2e2ttt&dl=0

 

Tamriel.8.24.-16

https://www.dropbox.com/scl/fi/0r7oukfdyujtgs5i83zny/Tamriel.8.24.-16.btr?rlkey=nu6nzm8orzetw3y3g95520w1b&dl=0

You accidentally uploaded the terrain LOD *.btr file instead of the object LOD *.bto.

You identified 3 different types of waterfalls being affected before:
xx89C163 FXWaterFallBodySlope_NW.nif
xx89C164 FXWaterFallBodyTall02_NW.nif
xx89C165 FXWaterFallBodyTall.NW.nif

Let me know which one is still affected and which is now OK.

  • 0
Posted
2 hours ago, sheson said:

You accidentally uploaded the terrain LOD *.btr file instead of the object LOD *.bto.

You identified 3 different types of waterfalls being affected before:
xx89C163 FXWaterFallBodySlope_NW.nif
xx89C164 FXWaterFallBodyTall02_NW.nif
xx89C165 FXWaterFallBodyTall.NW.nif

Let me know which one is still affected and which is now OK.

Ah. My bad!

Here is the correct *.bto file.

https://www.dropbox.com/scl/fi/xmvezz4kltlhl0vpcbz0f/Tamriel.8.24.-16.bto?rlkey=k84fbaf8a9ykk85leud9z0umy&dl=0

 

I inspected the same meshes while up-close in the test profile and inspected them in the console.

All three of the Waterfall records/mesh are experiencing the same problem when looking at them far away enough to show the LOD.

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